Overview3D Gaussian Splatting, announced in August 2023, is a method to render a 3D scene in real-time based on a few images taken from multiple viewpoints. The 3D space is defined as a set of Gaussians, and the parameters of each Gaussian are computed using machine learning. Note that machine learning training is not required at rendering-time, therefore fast rendering is possible.
Radiance Field methods have recently revolutionized novel-view synthesis of scenes captured with multiple photos or videos. However, achieving high visual quality still requires neural networks that are costly to train and render, while recent faster methods inevitably trade off speed for quality. For unbounded and complete scenes (rather than isolated objects) and 1080p resolution rendering, no c
Mitsuba 3 is a research-oriented retargetable rendering system, written in portable C++17 on top of the Dr.Jit Just-In-Time compiler. It is developed by the Realistic Graphics Lab at EPFL. It can be compiled into many variants with optional derivative tracking, dynamic compilation via LLVM or CUDA, and various radiance representations (monochrome, RGB, or spectral light, potentially with polarizat
Ray Tracing Gems II is now available to download for free via Apress. This Open Access book is a must-have for anyone interested in real-time rendering. Ray tracing is the holy grail of gaming graphics, simulating the physical behavior of light to bring real-time, cinematic-quality rendering to even the most visually intense games. Ray tracing is also a fundamental algorithm used for architecture
Part 1 Frostbite Blog One of the guiding principles of Frostbite is to be at the forefront of real-time technology. We try to constantly push the limits of what current hardware is capable of. As an example of this, we'll be sharing an in-depth view into one area of our research: hair rendering and simulation. Our purpose is to produce a step change in real-time hair and reach results close to mov
皆様は Unity に正確なフレームレートを維持させたり、さらには(一般的にGenLockとして知られる)外部のクロックソースに従わせたりできないかと思われたことはありませんか?本記事では、Unity がネイティブレベルでフレームレートをどのように維持しているかをご説明するとともに、それを厳密に制御するためにユーザーコードを追加する方法をご紹介します。これは、Unity と他の機器との同期が不可欠となる放送スタジオなどでは、特に重要な知識です。 通常、デフォルトの状態の Unity プロジェクトは、プロジェクトをできるだけ速く実行しようとします。フレームは、基本的にディスプレイデバイスのリフレッシュレートの制約を受けながらも、可能な限り速くレンダーされます(V Sync Count プロパティの説明 をご参照ください)。最も簡単にフレームレートの制御を開始する方法は、QualitySett
This course will teach you the principles of 3D computer graphics: meshes, transforms, lighting, animation, and making interactive 3D applications run in a browser. This course will teach you the principles of 3D computer graphics: meshes, transforms, lighting, animation, and making interactive 3D applications run in a browser.
Volumetric Rendering Equation (1) Hello Again! It’s been a long time since my last blog post, but with a good reason. I was focused on delevoping a volumetric rendering system and that almost came to an end. In these “Volumetric Path Tracing” series, I will try to share my findings and hopefully help someone who wants to start from a minimal system with actual code and explanations. To remind you
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